• Title/Summary/Keyword: 스포츠 정보기술

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Design of Recommendation Module for Customized Sport for All Contents (맞춤형 생활 스포츠 콘텐츠를 위한 추천 모듈 설계)

  • Choi, Gun-Hee;Yoo, MinJeong;Lee, Jae-Dong;Lee, Won-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.300-301
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    • 2016
  • This paper proposes customized recommendation algorithm to improve the QoS(quality of service) of sport for all sports content uses to user profile and team grade. The proposed recommendation module is based on user profile information, and it recommends suitable team contents to user with Euclidean distance algorithm and preference weights between teams.

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The Study of Constraint Factors to Leisure Sports Participation Degree in Silver Class (실버계층의 레저스포츠 참여정도와 제약요인에 관한 연구)

  • Kim, sung-hun;Choi, woong-jae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.270-273
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    • 2008
  • The point of the meaning, this study selects population which is aged over 65 and new silver generation who is aged between 55 to 64. The objects were selected by purposeful sampling method and the 933 objects who participated in leisure sports age over 55 were used for this thesis's analysis. The results of the study were as follow; First, the weekly participation frequency was physical psychological burden, facilities, information technology, interpersonal relations, concern lack, time lack, bear. there was statistically significant difference. Second, the daily workout time was physical psychological burden, facilities, information technology, interpersonal relations, concern lack, time lack, bear. there was statistically significant difference. Third, the participant experience was physical psychological burden, facilities, information technology, interpersonal relations, concern lack, time lack, bear. there was statistically significant difference.

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A Study of Development of Wearable Sports Helmet Device Using IoT Server Technology (IoT 서버 기술을 활용한 웨어러블 스포츠 헬멧 디바이스 설계)

  • Kim, Jin-Kook;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.151-156
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    • 2020
  • The purpose of this study is to design a process for developing wearable sports helmet devices by utilizing IoT server technology, focusing on sports where helmet wear is essential at sports sites. This enables customized training of athletes by continuously accumulating personal biometric information during training, checking players' condition based on data, and informing them of injury prevention and dangerous situations. In addition, the wearable device that can be useful when the training place is likely to damage the physical health due to heat waves or extremes can provide a foundation for improving the performance. Since such technology can be applied not only to the sports field but also to the society such as the industrial field or the underprivileged, it can be expected to be expandable.

A Study on Profile Processing Algorithm based on Sport for All Contents (생활 스포츠 콘텐츠 기반의 프로파일 처리 알고리즘 연구)

  • Ko, Eun-mi;An, Na-Young;Lee, Jae-Dong;Lee, Won-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.302-304
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    • 2016
  • In this paper, we propose the profile processing algorithm based on in-life sports contents. The proposed algorithm is required research for recommending to sport for all contents, and is preceding research to improve reliability of recommendation. So the proposed algorithm processing dynamic profile based on dynamic information for recommendation, and processing weight values that depending on dynamic recommendation classification. The proposed profile processing algorithm is expected to improve satisfaction of contents recommendation.

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Improving Attention-based Video Highlight Prediction (어텐션 기반 비디오 하이라이트 예측 알고리즘의 개선)

  • Yoon, Wonbin;Hwang, Junkyu;Lee, Gyemin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.314-317
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    • 2021
  • 하이라이트 영상은 원본 영상의 중요한 장면들을 짧은 시간 안에 감상할 수 있게 도와준다. 특히나 경기 시간 긴 축구나 야구 그리고 e-스포츠의 시청자들에게 있어, 하이라이트 영상의 효용성은 더욱 증가한다. 하이라이트 영상 추출의 자동화로 방송사나 온라인 플랫폼은 비용 절감과 시간 절약의 이점을 얻을 수 있다. 따라서 본 논문에서는 스포츠 영상에서 자동으로 하이라이트 구간을 추출하는 모델을 제안한다. 제안하는 모델은 멀티 헤드 어텐션 매커니즘과 LSTM 네트워크의 결합으로 구성된다. 해당 매커니즘의 여러 헤드를 통해 어텐션을 다양한 관점에서 진행한다. 이로 인해 영상의 전체적인 맥락과 장면 간의 유기적 관계를 다양한 관점에서 파악할 수 있다. 또한 오디오와 이미지 정보를 함께 이용하여 모델을 학습한다. 학습한 모델의 평가는 e-스포츠 경기 영상을 이용하여 평가한다.

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An Analysis of Recruitment Importance and Priority of According to the introduction of NCS(National Competency Standards) in Sports Public Institution (NCS(국가직무능력표준) 도입에 따른 스포츠계열 공공기관의 채용 중요도 및 우선순위 분석)

  • Kim, Dong-Man
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.5
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    • pp.1409-1417
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    • 2020
  • The purpose is to increase the likelihood of physical education students for employment in public institutions by examining the priority for hiring sports-related public institutions. The subject of the study was purposeful sampling of a total of 11 persons including 4 sports professors, 3 NCS experts in sports field, 2 judges from public sports institutions, and 2 personnel in charge of hiring public institutions. Through this process, from January 3 to March 12, 2020, the importance of priority was analyzed using hierarchical structure analysis using the main factors of NCS vocational basic competency. All data are coded so that statistical processing can be performed. Using SPSS/PC (ver. 21.0) for Windows, the hierarchical structure analysis was used for frequency analysis and priority determination. First, communication skills (.231), organizational comprehension skills (.177), resource management skills (.128), interpersonal skills (.110), vocational ethics (.082), problems in the major areas of recruitment of sports-related public institutions Solving ability (.061), information ability (.056), mathematical ability (.054), self-development ability (.052), and description ability (.049) were analyzed in order. Second, in terms of evaluation items, communication is communication skills (.442), mathematical skills are basic computation skills (.512), problem solving skills are thinking skills (.722), self-development skills are self-management skills (.587), Resource management ability was analyzed in order of time management ability (.531), interpersonal relationship ability as teamwork ability (.382), information ability in computer use ability (.677), technical ability in technology understanding ability (.599).

Wearable Convergence Platform and Convergence Interface Configuration (웨어러블 융합플랫폼과 융합인터페이스 구성)

  • Lee, Tae-Gyu;Nam, Chae-Woo;Ann, Seoung-Ryeul
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.1067-1070
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    • 2015
  • 최근 들어 웨어러블 정보기기 및 기술은 세계적인 IT회사와 스포츠 및 아웃도어회사의 지속적인 투자와 관심으로 급격한 시장파급효과를 나타내며, 사회적 이슈들을 창출하고 있다. 특히, 애플 및 삼성전자의 웨어러블 왓치를 비롯하여, 코오롱과 아디다스, 나이키 등의 전형적인 의류스포츠 회사의 IT융합에 대한 투자와 관심은 새로운 웨어러블 정보화에 대한 사회적 기대감을 한층 더 끌어올리고 있는 실정이다. 그럼에도 불구하고, 아직 웨어러블 컴퓨팅과 정보화의 현실은 배터리, 휴대성, 중복성, 인터페이스 등의 다양한 웨어러블 기술의 한계생과 더불어, 미숙한 시장 환경과 부정확한 고객의 니즈가 웨어러블 정보시스템의 미래를 불투명하게 하고 있다. 본 연구는 이러한 웨어러블 정보시스템과 사용자 요구사항의 불확실성과 기술의 지속적 변화에 대처하기 위해서, 다양한 솔루션을 담을 수 있는 웨어러블 융합플랫폼과 의류와 IT가 연동 가능한 융합인터페이스 구성을 제안하고자 한다. 본 웨어러블 융합플랫폼은 디지털의류와 IT기술의 인터페이싱(Interfacing), 기술이력축적, 편의성향상 및 개발자확대, 표준 사용자요구사항분석, 기기효율성강화, 경제적인 웨어러블정보시스템 구축 등의 효과를 극대화시키고자 한다.

Development Plan for a Sports Record Information Service for Records Management (기록관리를 위한 스포츠기록 정보서비스 구축 방안)

  • Semin Kim;Sung Jung Bae
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.163-169
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    • 2022
  • The importance of record management is emphasized in various fields. In the field of sports in particular, the importance of record management is key, and many efforts are being made to keep a record of the history of many sports. Therefore, in this study, a plan to develop a sports record information service centered on basketball was proposed. In this study, the sports records information service development plan that is described not only has an eye toward developing technology, but is also described from the perspective of records management, which has recently been in high demand. To this end, a demand analysis was conducted on prospective users through FGI, and procedural elements of record analysis were derived. In addition, the system structure and database schema were designed, and a screen for managing and browsing records was presented. Through this study, it is expected that research on sports record management will be able to be actively conducted in the record management field.

A Study on Perceptual Skill Training for Improving Performance - Focusing on sports cognitive aspects - (경기력 향상을 위한 지각기술훈련에 대한 고찰 - 스포츠 인지적 측면 중심으로-)

  • Song, Young-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.1
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    • pp.299-305
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    • 2018
  • Perception refers to the process of acquiring all the information about the environment through various sensory organs such as the visual, auditory, tactile, and olfactory senses and integrating and interpreting the information transmitted to the brain. The ability to use these perceptions efficiently is called perceptual skill, and perceptual skill is an important factor for improving performance in the field of sports. As a result, many researchers have developed various perceptual training programs to maximize these perceptual skills while they have also progressed on attempting to verify their effects. The perceptual skill training introduced in this study is a training method that focuses on visual perception and is a training method that is applied in the United States and Europe. to improve sports performance. As a result of carrying out the perceptual skills training based on the kicker's important clue (the kicker's hip - the angle of the body and foot before kicking) to the goalkeeper in the situation of a soccer penalty kick improved the ability of predicting the direction of the ball while even in tennis, carrying out the perceptual skills training based on the server's important clue (position, ball, racket) improved the accuracy of the ability to predict in the direction of serve. Recently, there have been numerous research studies that were carried out on such perceptual skills training, but the number of studies conducted are insufficient, especially in Korea where research studies on perceptual training seem to be in a relatively neglected state. In addition, extensive studies need to be carried out to investigate whether the improvement of perceptual skills in the laboratory situation can be transitioned to an actual performance situation. Therefore, in order to elevate sports performance, researchers need to examine the perceptual training program's extent of necessity as well as the research direction regarding its effects.

Automatic Spotting of Gestures in Broadcast Sports Videos (방송용 스포츠 경기 비디오에서 제스처의 자동 추출)

  • Roh Myung-Cheol;Lee Seong-Whan
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.841-843
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    • 2005
  • 비디오 데이터 분석은 감시, 검색, 스포츠 경기 자동 요약 등 많은 분야에서 사용되는 기술이다. 그러나 감시 카메라나 스포츠 경기 비디오와 같이 사람의 영역이 저해상도인 환경에서는 포즈 추정, 모델과의 매칭이 어렵기 때문에 제스처 인식 연구는 많이 이루어지고 있지 못하다. 본 논문에서는 카메라가 Pan/Tilt/Zoom 동작을 하고 사람이 빠르게 움직이는 방송용 테니스 비디오에서, 사람을 추출하고, Curvature Scale Space를 기반으로 한 특징을 추출하여 학습된 포즈 모델과 매칭하는 방법과, 차원의 축소를 통해 일련의 포즈들을 학습된 제스처와 매칭하는 방법을 제안한다. 50개의 방송용 테니스 경기 비디오 장면에 대하여 서브 제스처 추출을 수행한 결과, 서브 포즈에 대하여 모델과 매칭이 잘 되고, 매칭이 되지 않는 포즈를 포함하는 시퀀스에 대해서도 강인한

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